By casting magic jar, the character places the character's own
soul in a gem or large crystal (known as the magic jar), leaving
the character's body lifeless. Then the character can attempt to
take control of a nearby body, forcing its soul into the magic
jar. The character may move back to the jar (returning the
trapped soul to its body) and attempt to possess another body.
The spell ends when the character sends the character's soul back
to the character's own body (leaving the receptacle empty).
To cast the spell, the magic jar must be within spell range
and the character must know where it is, though the character
does not need line of sight or effect to it. When the character
transfers the character's soul upon casting, the character's body
is, as near as anyone can tell, dead.
While in the magic jar, the character can sense and attack any
life force within 10 feet per caster level (on the same plane).
The character does need line of effect from the jar to the
creatures. The character, however, cannot determine the exact
creature types or positions of these creatures. In a group of
life forces, the character can sense a difference of four or more
HD and can determine whether a life force is positive or negative
energy. (Undead creatures are powered by negative energy. Only
sentient undead creatures have, or are, souls.)
Attempting to possess a body is a full-round action. It is
blocked by protection from evil or a similar ward. The character
possesses the body and forces the creatures soul into the
magic jar unless the subject succeeds at a Will save. Failure to
take over the host leaves the character's life force in the magic
jar, and the target automatically succeeds at further saving
throws if the character attempts to possess its body again.
If successful, the character's life force occupies the host
body, and the hosts life force is imprisoned in the magic
jar. The character keeps most mental abilities and gains some
physical abilities, as with polymorph other (except that the
character gets the creatures actual physical abilities, not
average ones).
As a standard action, the character can shift freely from a
host to the magic jar if within range, sending the trapped soul
back to its body. The spell ends when the character shifts from
the jar to the character's own body.
If the host body is slain, the character returns to the magic
jar, if within range, and the life force of the host departs
(that is, it is dead). If the host body is slain beyond the range
of the spell, both the character and the host die. Any life force
with nowhere to go is treated as slain.
If the spell ends while the character is in the magic jar, the
character returns to the character's body (or dies if the
character's body is out of range or destroyed). If the spell ends
while the character is in a host, the character returns to the
character's body (or dies, if it is out of range of the
character's current position), and the soul in the magic jar
returns to its body (or dies if it is out of range). Destroying
the receptacle ends the spell, and the spell can be dispelled at
either the magic jar or the host.
Incorporeal creatures with the magic jar ability can use a
handy, nearby object (not just a gem or crystal) as the magic
jar.
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